lfnetwork.com mark read register faq members calendar

Thread: A little help with switchable stuff?
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 10-13-2003, 02:35 AM   #1
Dart Zaidyer
 
Dart Zaidyer's Avatar
 
Join Date: Mar 2003
Location: Where things are
Posts: 26
A little help with switchable stuff?

There aren't very many tutorials out there, and the supplied Raven maps don't have such a thing, so I need to know:

I want to create a light and a forcefield you can turn off at the same time with one switch.

I'd also like to know how to create a "wind" effect in a shaft to soften the player's fall, complete with visible wind.


~Dart Zaidyer

Just takin' care of business.
Dart Zaidyer is offline   you may: quote & reply,
Old 10-13-2003, 10:40 AM   #2
WadeV1589
Veteran
 
WadeV1589's Avatar
 
Join Date: Sep 2003
Location: Leeds, UK
Posts: 952
You need to use one of the forcefield textures the game has and create a func_wall out of it.
Next create the light entity you want with the settings you want.
Make a button, func_usable or func_button or trigger_multiple, however u want to activate/de-activate the forcefield and light.
Finally make sure nothing is selected, then select the button first followed by the light and hit Ctrl+K. De-select everything again, select the button followed by the func_wall (forcefield) and hit Ctrl+K again.

After doing that you should get 2 lines running away from the button, one towards the light and one towards the func_wall.


For the "wind" effect I know to push the player up you'd make a trigger_push covered in the trigger texture pointing (Ctrl+K) to a target _position. You need to set 2 of the spawnflags for the trigger_push to tell it to push you relative to your position and to do it in a linear fashion - just press N after selecting the brush to get the entity window up.....although for the wind my best guess is it's an fx_runner.

If I missed anything out, sorry, just woke up and tired as hell


StargateMods.com - collaborating all the Stargate mods out there.

SG4RealJA - get a bit of SG realism!
SGEgyptJA - flying and dialing a gate only to be killed by it!
WadeV1589 is offline   you may: quote & reply,
Old 10-13-2003, 08:04 PM   #3
Dart Zaidyer
 
Dart Zaidyer's Avatar
 
Join Date: Mar 2003
Location: Where things are
Posts: 26
So far I've got a static switch that deactivates the targeted light and forcefield only once, and then it becomes unusable.

What I need is a switch that visibly changes its' texture and can turn the forcefield and light off and on at an infinite basis.
There's a tutorial to do this with a func_door, would it work the same with the func_wall?

I also need to know the proper syntax to get the switch to make a sound when used, and to get the forcefield make a sound when toggled.


~Dart Zaidyer

Just takin' care of business.
Dart Zaidyer is offline   you may: quote & reply,
Old 10-13-2003, 09:20 PM   #4
WadeV1589
Veteran
 
WadeV1589's Avatar
 
Join Date: Sep 2003
Location: Leeds, UK
Posts: 952
If you're using a func_usable as the button to activate/deactivate the light and func_wall then you need to set it to ALWAYS_ON with a wait value before it can be used again.


To change the texture on the switch, I'm sure you could do it with GLM's or something...but how about you just put another func_wall in front of the button to make it appear to change texture when in fact it's just making a non solid func_wall appear in front of the button.


StargateMods.com - collaborating all the Stargate mods out there.

SG4RealJA - get a bit of SG realism!
SGEgyptJA - flying and dialing a gate only to be killed by it!
WadeV1589 is offline   you may: quote & reply,
Old 10-14-2003, 12:48 AM   #5
Dart Zaidyer
 
Dart Zaidyer's Avatar
 
Join Date: Mar 2003
Location: Where things are
Posts: 26
So far, all the methods I've tried either haven't worked very well or not at all, rendering the forcefield and even the breakable grate nearby completely intangible.


~Dart Zaidyer

Just takin' care of business.
Dart Zaidyer is offline   you may: quote & reply,
Old 10-14-2003, 11:12 AM   #6
WadeV1589
Veteran
 
WadeV1589's Avatar
 
Join Date: Sep 2003
Location: Leeds, UK
Posts: 952
I quickly put this together to see if this is what you wanted, map file and bsp is included http://sgmod.crashespad.com/files/ForceField.zip .
You can test it straight away with /devmap forcefield if you put the pk3 in base.

I'll admit this is not the most efficient way, for example the lights could easily be a light emitting shader. You could also use lightstyles in order to making the light flicker slightly. Hopefully it will show you enough of what you need to get your map working though.


StargateMods.com - collaborating all the Stargate mods out there.

SG4RealJA - get a bit of SG realism!
SGEgyptJA - flying and dialing a gate only to be killed by it!
WadeV1589 is offline   you may: quote & reply,
Old 10-14-2003, 10:10 PM   #7
Dart Zaidyer
 
Dart Zaidyer's Avatar
 
Join Date: Mar 2003
Location: Where things are
Posts: 26
Got it!

First, I created a usable trigger_multiple directly in front of the switch and targeted it at the light and forcefield.
The switch itself is actually two func_wall entities occupying the exact same space, one for on and one for off. They are each targeted by the trigger_multiple. Since the forcefield starts out as on, the "off" state of the switch is flagged as starting out "off", so it's invisible. Therefore, when you go to use the trigger, the "off" button actually turns on and becomes visible while the "on" button is deactivated and rendered invisible.
Finally, a target_speaker was added with an appropriate sound effect for the usage of the switch. (targeted also by the trigger_multiple.)

The result appears to be a single switch you must press to deactivate a glowing forcefield, complete with appropriate "on" and "off" textures!


~Dart Zaidyer

Just takin' care of business.
Dart Zaidyer is offline   you may: quote & reply,
Old 10-14-2003, 10:58 PM   #8
WadeV1589
Veteran
 
WadeV1589's Avatar
 
Join Date: Sep 2003
Location: Leeds, UK
Posts: 952
Hope you at least looked at the file I made for ya cuz that's almost exactly what I put in

Hope it all goes ok from now on anyhow!


StargateMods.com - collaborating all the Stargate mods out there.

SG4RealJA - get a bit of SG realism!
SGEgyptJA - flying and dialing a gate only to be killed by it!
WadeV1589 is offline   you may: quote & reply,
Old 10-15-2003, 01:02 AM   #9
Dart Zaidyer
 
Dart Zaidyer's Avatar
 
Join Date: Mar 2003
Location: Where things are
Posts: 26
Yeah, that little map you made did help me to see just how to get it all together.

I've also adapted it for several other situations I thought would have involved scripting, such as a few one-liners from your character whenever you walk into something or try to open a lock without a key. Essentially, I target a trigger with the desired parameters to a target_speaker with the "global" spawnflag enabled so you can't run away from your own speech.


~Dart Zaidyer

Just takin' care of business.
Dart Zaidyer is offline   you may: quote & reply,
Old 10-15-2003, 10:39 AM   #10
WadeV1589
Veteran
 
WadeV1589's Avatar
 
Join Date: Sep 2003
Location: Leeds, UK
Posts: 952
Quote:
so you can't run away from your own speech.
That's a Quote of the Day


StargateMods.com - collaborating all the Stargate mods out there.

SG4RealJA - get a bit of SG realism!
SGEgyptJA - flying and dialing a gate only to be killed by it!
WadeV1589 is offline   you may: quote & reply,
Old 03-01-2004, 02:18 PM   #11
Jedi_Vogel
Forumite
 
Jedi_Vogel's Avatar
 
Join Date: Jan 2004
Location: Leeds, UK
Posts: 663
This is ancient, I do realise, but I'm trying the "search before you ask" thing, with little success. Any chance I could see that ZIP file?

That would be fantastic if possible


Jedi_Vogel (aka {KoH}Zandir{JK})
Website: www.resource-centre.net
Do or Do Not. There is no Try.
Jedi_Vogel is offline   you may: quote & reply,
Old 03-01-2004, 02:37 PM   #12
WadeV1589
Veteran
 
WadeV1589's Avatar
 
Join Date: Sep 2003
Location: Leeds, UK
Posts: 952
That zip file died ages ago, unless he kept it...


StargateMods.com - collaborating all the Stargate mods out there.

SG4RealJA - get a bit of SG realism!
SGEgyptJA - flying and dialing a gate only to be killed by it!
WadeV1589 is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > JediKnight Series > Editing Central > JA Mapping > A little help with switchable stuff?

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 06:10 AM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.